• Fysix Concept Sketches

    I created three concept sketches based on my team's storyboard. The first describes a hexagon pattern that lights up on a wall. The second shows my vision of the control panel: slick, seamless, black, and high-tech. The last sketch is more of a storyboard, showing how the game would work. You can see the live site here.
  • Bike Racks – Usability Analysis

    I performed a human use analysis on bike racks around MIT. This was more an experiment in web design (+ illustrator) than anything else though. You can visit the live site here.
  • Fysix Sketch Model

    Imagine walking into a spaceship's security room. It has smooth, white walls. A member of your group scans their hand on a wall to gain access to the spaceship, but they are greeted by a loud "ACCESS DENIED." All of a sudden, a red security alarms flash on and a hexagon pattern appears on the walls. Some of the hexagons are buttons. A deadly radiation beam emerges from the ceiling. Your group needs to find which buttons control the path of the beam, and you need to redirect the beam to the control panel to shut it down. I created a 12" cube made of opaque white acrylic, with a white vinyl pattern on the outside, to simulate the effect. I also printed and cut out small models of my team mates to fill the space. For more info, check out my submission here.
  • PlayTonic

    An interactive public art exhibit composed of large sculptures of the five platonic solids (tetrahedron, cube, octahedron, dodecahedron, icosohedron). Surfaces of the sculptures can be touched via capacitive touch sensing to add loops of music that will play from speakers located in nearby trees. Lights in the trees will also sync up to the music. This was a kickstarter project (link) as a combined effort with Josh Tappan (Harvard) and Nash Atkinson (Berkeley School of Music). We didn’t meet our goal of $12,000 (we raised $1,720) but we’re still interested in building the project.
  • Zobeide, Set Design

    From there, after six days and seven nights, you arrive at Zobeide, the white city, well exposed to the moon, with streets wound about themselves as in a skein. They tell this tale of its foundation: men of various nations had an identical dream. They saw a woman running at night through an unknown city; she was seen from behind, with long hair, and she was naked. They dreamed of pursuing her. As they twisted and turned, each of them lost her. After the dream, they set out in search of that city; they never found it, but they found one another; they decided to build a city like the one in the dream. In laying out the streets, each followed the course of his pursuit; at the spot where they had lost the fugitive’s trail, they arranged spaces and walls differently from the dream, so she would be unable to escape again. This was the city of Zobeide, where they settled, waiting for that scene to be repeated one night. None of them, asleep or awake, ever saw the woman again. The city’s streets were streets where they went to work every day, with no link any more to the dreamed chase. Which, for that matter, had long been forgotten. New men arrived from other lands, having had a dream like theirs, and in the city of Zobeide, they recognized something from the streets of the dream, and they changed the positions of arcades and stairways to resemble more closely the path of the pursued woman and so, at the spot where she had vanished, there would remain no avenue of escape. The first to arrive could not understand what drew these people to Zobeide, this ugly city, this trap.